himemiya
Smash Lord
melee side-b is a more reliable at killing though.
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I actually already use it for both of those quite frequently.I was thinking, since the first hit of dancing blade is used to link to up tilt at high percentages to kill, wouldn't it also lead into Marth getting a grab or a tippered Dolphin slash? Both of those could help Marth's game on high level opponents a lot
4th Up sends upward. 4th Side sends at an angle closer to 90 degrees. Unless of course DI and such.Got a question on Marth's Dancing Blade. The fourth up hit looks the same as the fourth side swing (as compared to brawl where Marth has an upward slash). Is there any difference in knockback between the DB 4^ and DB 4> in PM?
So the 4th Up just looks aesthetically similar to 4th side. Thanks.4th Up sends upward. 4th Side sends at an angle closer to 90 degrees. Unless of course DI and such.
Ya and by 90 degrees I actually meant 45 for the 4th side hit lol. Sorry about that. Idiot mode was activated for that brief period.So the 4th Up just looks aesthetically similar to 4th side. Thanks.
I believe that may have changed... as Dancing Blade was altered to function at a speed between Melee and Brawl so that it links better.Well assuming the frame data hasn't been altered from melee, 4th up hits on frames 20-25 while 4th neutral hits on frames 23-26
I would like this as well. Maybe that would help me figure out why I trade or DON'T get so many hits that I feel like I should be getting. (Tipper ranged F-smash gets thwarted by randomness sometimes and I'm like... "wat?")That so? It would be nice if we had a sticky for the hitbox and frame data for the things changed in P:M
i use jab resets to punish missed techs and during combos but i seem to get either grabbed or set into neutral position when the opponent collides with meDo you get the tip of the Jab? I only use Marth's jab as either a reset as you said from either a missed tech or sometimes a reset in combos or to jab at them in an attempt to get them to do something in the corner.
Exactly the same.Hey guys just a quick question is marths range and kill power still the same as it was in pm?
Do you want someone by your side with an axe to offset your weapon's weakness to lances?Lag greatly affects everyone.
But does it more severely affect a character who depends on immaculate spacing and precise reactions to function?
You tell me.
But your only options are hammers, and they're level D :-/Do you want someone by your side with an axe to offset your weapon's weakness to lances?
u should make the guy at the end of the match say AND THE WINNER IS.....MARTH and u should not get hitHey guys, I need some advice.
What should I do and shouldn't do with Marth in Melee/PM?
I actually find it easiest to land reverse up b from like 1/3 a jab distance.they have to be right next to u...u almost have to b touching them
agreed....its pretty easy to land u just hav to learn the hitboxes once they get like 2/3 the jab distance u can Not reverse it and still the the tipI actually find it easiest to land reverse up b from like 1/3 a jab distance.
1. There are mods that change the sword sound. The one I use can be found here.So umh I've been playing Project M for a while now... having been used to melee I thought Marth handles pretty odd in this game. Some initial strange quirks I have:
1. His sword "swoosh swoosh" sound is very unsatisfying in Brawl/Project M and also lacks a specific sound when sweetspotting, is there a way to maybe change this? lol
2. Is his hitboxes changed in this game? I know for a fact that in Melee you can shorthop uair the top platform on Yoshi's Story but it seems a lot harder in this game... its kinda annoying, I think uair overall is pretty odd in this game
With that being said, you don't really need to answer those questions because they're not that important, this is not melee after all. But what I was going to ask and hopefully receive some pretty nifty answers for is how do I approach with Marth without being compeltely predictable? I was always bad with approach but it's even worse for me in this game (dunno why). I understand fair spam isnt the best thing but I try to mix things up, but whatever I do my opponents always seem to hit me
Good stuff, thanks! Never seen that google document before.1. There are mods that change the sword sound. The one I use can be found here.
2. I'm pretty sure the hitboxes are the same, but I agree that there is something odd about uair. Maybe its just a visual thing that is deceiving me, because the PMBR say that most of Marth has been imported perfectly.
As for the approaching, that's something you generally shouldn't do with Marth. Marth loves to bait his opponents with complex dash dance and wave dashes, and when they toss out a move at you, you can punish their end-lag. This generally requires to you are able to pivot. That being said, if you really want to approach you have a few options.
1. Dash towards them into crouch cancel. Generally only works at low percents, but you can eat a hit and get a hit in. Just make sure that your hit leads to a combo, because Marth generally can't trade hits in this game and win.
2. Jump cancelled grabs and pivot grabs have absurd range on them, and if you connect you can eat a hit.
3. Cactus Dashing. This is where you use your wavedash to alter the momentum of your dash. The best example is to dash away from your opponent, wavedash towards them and then dash dance by moving away from the opponent first.
There are many other approaches but these are a few that are interesting. There's this document that details a lot of other Marth things: https://docs.google.com/document/d/1Daf_Dqod1HoMj7L26ITeUM-xKUKhfxh2vJLWOl2N0C8. Just bear in mind that it is written from a melee perspective, and while a lot of things carry over, there are many characters that this wont work for. These are generally those that outrange Marth (Dedede, Ike) and those that out maneuver Marth (Squirtle). There are other characters where often approaching is tantamount to just killing yourself, so you just dash dance bait (see e.g. Shiek).
Just remember that in Project M, many characters have more range than Marth, but there is not many (if any) that have his combination of range, wavedash length and dash dance length. Use these in combination to your advantage.
I remember an old Reddit thread that told you how to do this using brawlbox. There's a link here.Im gonna second the "can we pls get a pm marth frame data thread going and stickied?"
Id do it myself but can't cuz dont have have dolphin or the know-how